Will not going to work - this is for 1 weapon as quoted in request. If such things are needed in community I'll think at let's say 16 weapons and ammo - so to speak a small array...

Edit:Or not a small array. Maybe admins wants to load... a crash. I think a dynamic array should be cute enough. Of course I don't know if loooong strings deals are healthy but... ini file might go like this:

It does need an empty position for preventing array referring to a default property which is not available - out of bounds, else it should load in theory a bunch of weapons and ammo... without being limited. I gotta check in detail how do works (dying respawning) because at first load it's operational. Else limit will be probably Player class related to a maximum number of weapons held, anyway mutator modified for multiple loads doesn't have too many restrictions...

Wiki wrote:... The type declaration syntax was available (almost) from the start, but Unreal Engine 1 never provided any way to actually access or modify them at the UnrealScript level.

The truth (I love it) is that you can ACCESS such an array not really to modify it - I'm speaking about an INI file as above looking as default INI containing "ServerPackages" "ServerActors" dynamic arrays that can be edited from preferences and read using natives. The mutator which I want to show is capable of reading these from INI using UnrealScript - read again - UnrealScript if array is being written a bit "nice" - as in above sample and that can be written from Game's Menu using power of natives. Problem comes at end of array - condition to stop reading. When array is copied in a string value you can scan how many commas are there. But how long is this string and how well does this work ? I don't know, so I prefer a simple format making a cute INI. Array limit is unknown by me right now because I'm not gonna write all weaponry from UT in there and ModifyPlayer probably will take ages and crashing. In exchange we can set 2 or 6 or 12 weapons or more, that can be loaded by player at once with some initial scaled ammo accordingly.If you need a loader like that I'll share it. For the moment you can run into a compiling spree with this code - and which you can change in a different way and I'm curious about results:

Edit: What I was reading there was describing that dynamic arrays cannot be used in replication. Perhaps another incomplete answer. I think I can read them in a slower state code, copying values to another string variable non-array and... happily sending it to clients... but it's a work which I don't see useful for wasting time, unless some "unlimited" MapVote will be a goal for coders... not 1023, not 2048 but... 20000 should be enough for player playing 20 minutes in a server... and reading maps for 30 minutes...